Europa Universalis 2's launch was a desperate gambit for Paradox's survival: 'It needs to be done so it's sold in the US market before Christmas, because we need the money else we cannot pay people'

EU5 key art
(Image credit: Paradox)

Europa Universalis wasn't always a household name in strategy gaming. Like the company behind it, EU has had a fraught journey over the years—and as EU lead Johan Andersson explained in an interview with PC Gamer news writer Joshua Wolens, the early days were spent trying to keep the lights on.

Europa Universalis 2, for instance, was conceived under brutal time constraints. Andersson explained, "We came up with a bunch of ideas for what we should be doing. I think we, in two or three meetings, wrote down, like, three pages of ideas, and it's 'Okay, we need to get this game out quickly, and it needs to be done so it's sold in the US market before Christmas, because we need the money [or] else we cannot pay people.'"

That didn't curb the team's ambitions, mind you. Players had already tinkered with EU1—wherein you selected from a small batch of scenarios, each with a designated playable nation—to make any country accessible from the get. The mod maker behind that feature, named Henrik Fåhraeus, was hired as content designer for the sequel, which aimed to have every country playable in the base game; today, Fåhraeus is Paradox's chief creative officer.

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Justin first became enamored with PC gaming when World of Warcraft and Neverwinter Nights 2 rewired his brain as a wide-eyed kid. As time has passed, he's amassed a hefty backlog of retro shooters, CRPGs, and janky '90s esoterica. Whether he's extolling the virtues of Shenmue or troubleshooting some fiddly old MMO, it's hard to get his mind off games with more ambition than scruples. When he's not at his keyboard, he's probably birdwatching or daydreaming about a glorious comeback for real-time with pause combat. Any day now...

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